Adventure Game Planning (Part 1)
This semester, we will be making a top-down, very stylized adventure game! Here is the beginnings of planning for this game:
Story:
Location: Aboard The Comet
Time of Day: Night
Visual Trademark: Interesting machinery, pipes, grates, the entire level moving like an actual train.
Color Scheme:
(Very) Rough Paintover (First Pass)
Story:
You are Piper, the newest addition to the crew that runs the The Comet, a transport train that specializes in moving aether and aether-conducting instruments (the main source of power within this steampunk-esque world). You awake in the medical center of the train, having just acquired a brand new mechanical arm! The only issue: bandits have taken over, and your arm hasn’t been updated with the information it needs to let you through the train. With the help of your captain, who has locked herself in the conductor’s cabin, you must make your way through the train cars by upgrading your arm at terminals scattered throughout. Along the way, you encounter the bandit’s underlings and defeat them with blasts of aether. Once you’ve made it to the conductor’s cabin, you come to the realization that the person who was guiding you was in fact not your captain, but the dastardly leader of the bandits: The Juggernaut! He has been holding your captain captive, while instructing you to collect aether so that he can steal it, but you won’t let him. This results in a boss battle in which you must battle the Juggernaut, but beware: he is using your captain as a meat shield, and it would be best to leave her unscathed.
Location: Aboard The Comet
Time of Day: Night
Visual Trademark: Interesting machinery, pipes, grates, the entire level moving like an actual train.
Color Scheme:
(Very) Rough Paintover (First Pass)


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